﻿using Bikiball.Core;
using Bikiball.Physic;
using SharpDX;
using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;

namespace Bikiball.Game
{
    public class GameProperty : Property
    {

        #region Private Properties
        private PhysicProperty _physicProperty;
        #endregion

        #region  Public Properties
        /// <summary>
        /// Get the Position of the object
        /// </summary>
        public Vector3 Position
        {
            get
            {
                return this._physicProperty.Position;
            }
        }
        /// <summary>
        /// Get the OldPosition of the object
        /// </summary>
        public Vector3 OldPosition
        {
            get
            {
                return this._physicProperty.OldPosition;
            }
        }
        /// <summary>
        /// Get the Direction of the object
        /// </summary>
        public Vector3 Direction
        {
            get
            {
                return this._physicProperty.Direction;
            }
        }
        #endregion

        #region Constructors
        public GameProperty(): base()
        {
            this.Dependencies.Add(typeof(PhysicProperty));
        }
        #endregion

        #region Public Function
        public override void PropInit(Property property)
        {
            if (property is PhysicProperty)
            {
                this._physicProperty = (PhysicProperty)property;
            }
        }
        #endregion
    }
}
